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Question by grkpektis · May 23, 2016 at 01:56 PM · buildscore

The score is going up in Unity but it's not going up in the build

I have a score system that every time an enemy touches a boundary he dies and the score goes up, it works perfectly in Unity but not in the build.

 using UnityEngine;
 using UnityEngine.UI;
 using System.Collections;
 
 public class death : MonoBehaviour {
 
     public Text enemiesKilled;
     int fallenEnemies= 0;
     public Text HighScore;
 
     private int allTimeHighScore;
     public int scoreValue = 5;
 
     void OnEnable()
     {
         allTimeHighScore = PlayerPrefs.GetInt ("Player Score", 0);
         HighScoreCount ();
     }
 
     void Update (){
         if (fallenEnemies >= allTimeHighScore)
         {
             allTimeHighScore = fallenEnemies;
             PlayerPrefs.SetInt("Player Score", allTimeHighScore);
             HighScoreCount ();
         }
 
 }
 
     void OnTriggerEnter(Collider other) 
     {
         if (other.tag == "Enemy") {
             fallenEnemies ++;
             enemiesKilled.text = "Enemies  Killed: " + fallenEnemies;
             
             EnemyHealth health = other.GetComponent<EnemyHealth> ();
             if (health != null) {
                 Destroy (other.gameObject);
             }
         } else if (other.tag == "ogre") {
             fallenEnemies= fallenEnemies +5;
             enemiesKilled.text = "Enemies  Killed: " + fallenEnemies;
 
             EnemyHealth health = other.GetComponent<EnemyHealth> ();
             if (health != null) {
                 Destroy (other.gameObject);
             }
         }
     }
     
     public void HighScoreCount ()
     {
         HighScore.text = "High Score: " + allTimeHighScore;
     }
 }
 
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